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Unity Cookbook

You're reading from   Unity Cookbook Over 160 recipes to craft your own masterpiece in Unity 2023

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Product type Paperback
Published in Nov 2023
Publisher Packt
ISBN-13 9781805123026
Length 780 pages
Edition 5th Edition
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Authors (3):
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Sinéad Murphy Sinéad Murphy
Author Profile Icon Sinéad Murphy
Sinéad Murphy
Matt Smith Matt Smith
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Matt Smith
Shaun Ferns Shaun Ferns
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Shaun Ferns
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Toc

Table of Contents (22) Chapters Close

Preface 1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs FREE CHAPTER 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Textures, Materials, and 3D Objects 6. Creating 3D Environments with Terrains 7. Creating 3D Geometry with ProBuilder 8. 2D Animation and Physics 9. Animated Characters 10. Saving and Loading Data 11. Controlling and Choosing Positions 12. Navigation Meshes and Agents 13. Cameras, Lighting, and Visual Effects 14. Shader Graphs and Video Players 15. Particle Systems and Other Visual Effects 16. Mobile Games and Applications 17. Augmented Reality (AR) 18. Virtual and Extended Reality (VR/XR) 19. Advanced Topics – Gizmos, Automated Testing, and More 20. Other Books You May Enjoy
21. Index

Enabling and customizing 3D sound effects

The default spatial setting for an AudioSource component is to be fully 2D. However, the Spatial Blend between 2D and 3D interpretation of a sound playing from a GameObject’s AudioSource is easily changed. Once the 3D location of an AudioSource is brought into the equation, many interesting audio effects are possible to enhance the player’s experience. In this recipe, we’ll move the spatial blend of an AudioSource fully to 3D, and customize the Volume Rolloff, which determines how a sound becomes quieter the further away it is located from the active AudioListener in a scene.

There are scenes where the best location of an AudioListener is not on a camera GameObject. This is often the case for third-person games, where the camera is behind/above the player’s character, and we want the player to hear the sounds that their animated character should be hearing (not where the observing camera is located). In this...

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